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About modeling

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Richma View user's profile Send private message

Reply with quote Saturday, December 31, 2011

NikhilR wrote : that's a much better head.
The subdivision surface modifier will add a lot of polys to your model though. Its mainly used for high poly modelling.
At this stage you should load in one of the ZEQ2 character heads and compare the topology, particularly in the area of the mouth nose and chin.

A low poly model would not require the subdivision surface modifier, since it will add a lot of resolution (polys)
use smoothing groups (3ds max) instead on the low poly model to round hard edges (after you're done with the modelling process)
I'm not sure what the blender equivalent to smoothing groups is though.

Also its important to have a reference handy when you're starting into character modelling,
use the orthographic views to align the vertices with the borders of the 2D drawing (front and side view) (which you apply to a plane in the background.)


okay, thank you, that head on picture is not finished I just did the head shape, nose, mouth and eyes, but I have to go ingame and see how the characters face/head look there. Very Happy

NikhilR View user's profile Send private message

Reply with quote Saturday, December 31, 2011

No need to go in game, download this file.
Its Vegeta's head same as the one in the ZEQ2 folder.
I've removed the tris, so you can see the polygon layout in the face. Ignore the missing hair though.

Richma View user's profile Send private message

Reply with quote Saturday, December 31, 2011

NikhilR wrote : No need to go in game, download this file.
Its Vegeta's head same as the one in the ZEQ2 folder.
I've removed the tris, so you can see the polygon layout in the face. Ignore the missing hair though.

okay, I hope I can open it with blender

ivanhoeGT View user's profile Send private message

Reply with quote Saturday, December 31, 2011

Richma wrote :

NikhilR wrote : No need to go in game, download this file.
Its Vegeta's head same as the one in the ZEQ2 folder.
I've removed the tris, so you can see the polygon layout in the face. Ignore the missing hair though.

okay, I hope I can open it with blender



Of course you can,it's in .obj file so blender can open it Wink

ivanhoeGT View user's profile Send private message

Reply with quote Saturday, December 31, 2011

Hey guys I have a question here.How do you move tag by using Misfit Model 3D?

JayREEZY View user's profile Send private message

Reply with quote Sunday, January 01, 2012

ivanhoeGT wrote : Hey guys I have a question here.How do you move tag by using Misfit Model 3D?



In Misfit Model, they aren't referred to as tags anymore. Instead they are called points, and points can be selected by pressing T, Wink

However, if you leave animation mode, you can see all the tags by name if you select them.

ivanhoeGT View user's profile Send private message

Reply with quote Sunday, January 01, 2012

JayREEZY wrote :

ivanhoeGT wrote : Hey guys I have a question here.How do you move tag by using Misfit Model 3D?



In Misfit Model, they aren't referred to as tags anymore. Instead they are called points, and points can be selected by pressing T, Wink

However, if you leave animation mode, you can see all the tags by name if you select them.



How about tag for a beam?
And thanks for the help

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Sunday, January 01, 2012

ivanhoeGT wrote :

JayREEZY wrote :

ivanhoeGT wrote : Hey guys I have a question here.How do you move tag by using Misfit Model 3D?



In Misfit Model, they aren't referred to as tags anymore. Instead they are called points, and points can be selected by pressing T, Wink

However, if you leave animation mode, you can see all the tags by name if you select them.



How about tag for a beam?
And thanks for the help



Using what Jay said about how to see which is which, look for one called tag_weapon(usually parented to the right hand, or the one farthest out in front of the character, depending on their attack animations). It's the one that handles most attacks, unless otherwise specified in the attack files(the default.grfx or default.phys file, can't remember which off hand...).

ivanhoeGT View user's profile Send private message

Reply with quote Sunday, January 01, 2012

Shenku wrote :

ivanhoeGT wrote :

JayREEZY wrote :

ivanhoeGT wrote : Hey guys I have a question here.How do you move tag by using Misfit Model 3D?



In Misfit Model, they aren't referred to as tags anymore. Instead they are called points, and points can be selected by pressing T, Wink

However, if you leave animation mode, you can see all the tags by name if you select them.



How about tag for a beam?
And thanks for the help



Using what Jay said about how to see which is which, look for one called tag_weapon(usually parented to the right hand, or the one farthest out in front of the character, depending on their attack animations). It's the one that handles most attacks, unless otherwise specified in the attack files(the default.grfx or default.phys file, can't remember which off hand...).




Thank you very much you both...I apriciate your help very much Laughing Laughing Very Happy Very Happy Very Happy Very Happy

Richma View user's profile Send private message

Reply with quote Wednesday, February 01, 2012

Guys what do you think about this?
I worked on it for 3 hours Very Happy

JayREEZY View user's profile Send private message

Reply with quote Wednesday, February 01, 2012

It looks extremely high poly, no wonder it took 3 hours Laughing

[img]http://www.ZEQ2.com/lite/forums/download.php?id=16600[/img]
Anyway, congratulations Richma on your newfound modelling skills.

ivanhoeGT View user's profile Send private message

Reply with quote Thursday, February 02, 2012

good one richma,Great start

Richma View user's profile Send private message

Reply with quote Thursday, February 02, 2012

Thanks mate I don't know how to create a model in dragonball style Embarassed Confused Laughing

Linkxp500 View user's profile Send private message

Reply with quote Thursday, February 02, 2012

Richma wrote : Thanks mate I don't know how to create a model in dragonball style Embarassed Confused :*laughing out loud*:



Hehe, no one starts out that way. I can't even draw a decent cartoon that has consistent proportions, much less anime or modelling.

Tomorrow, however, I will look at TRL's tutorial about texturing; Epic hasn't stop pestering me about that. Razz

Anoxable View user's profile Send private message

Reply with quote Thursday, February 02, 2012

Linkxp500 wrote :

Richma wrote : Thanks mate I don't know how to create a model in dragonball style Embarassed Confused :*laughing out loud*:



Hehe, no one starts out that way. I can't even draw a decent cartoon that has consistent proportions, much less anime or modelling.

Tomorrow, however, I will look at TRL's tutorial about texturing; Epic hasn't stop pestering me about that. Razz


Yep,and I am still waiting

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